In this tutorial I cover how to create an advanced squash and stretch rig in Maya using some simple power math. This method can be used in anything from tails, spines, creatures, characters and props. When it comes to rigging there are many ways to get the result and at the end of the day everything that matters is what goes on screen. However it is often times these small solutions that messes up later down the pipeline. In this solution you will see a fast efficient way of using math for Computer Graphics that will really shine from both an artistically and pipeline view. I will cover everything from the math it self to the final squash and stretch setup.

This Tutorial was created by Kasper from manoanim.com, to show your support and to find more content from him please check out his website –